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First Nine Weeks
3 Weeks

3 Weeks
2 Weeks
Assessment and Review 1 Week


Second Nine Weeks
9 Weeks


Third Nine Weeks

2 Weeks
5 Weeks
2 Weeks


Fourth Nine Weeks

Intro - 2 Weeks
Fractions
Generalizations
  1. A whole may be separated into two equal parts.
  2. Each part must be a "fair share"
Essential Questions
  1. What is equal sharing?
  2. How can you tell that the parts are equal?
  3. How can you separate a whole into two equal parts?
  4. Why is each part a half?



Intro - 2 Weeks
Duration of Time

Generalizations
1. We compare events according to how much time it takes.
2. Events have a sequence and can be placed in proper order.

Essential Questions
1. What takes more time/less time?
2. How can we compare events using time?
3. How can we place a set of events in their proper order?




Intro - 2 Weeks

Number Sence - 4 Weeks




Daily 5 Math1st Nine Weeks Titles and Ideas:
MATH TOOLS:

  • Buckets with new tools to be introduced
  • Students can explore/build with them
  • Experience with them and play to use as tools
  • As they manipulate the tools we can introduce terms and names (square vs. cube)
  • Fine motor skills, connecting

1. Pattern Blocks (one or two person)
2. Unifex Cubes (one or two person)
3. Big Blocks (Geometric Shapes, 3D Shapes, blocks) (one or two person)
4. Colored Building Blocks (one or two person)
5. Dice (one or two person) roll and write number, roll and illustarte dots and write number, roll and say number

PAPER PRACTICE
  • Fine motor
  • Transfer from activity to paper
  • Correct number formation
  • Directionality
1. Trace numbers on dotted paper
2. Use play-do to create/write numbers with golf tees
3. Big number writing: magnadoodle/white board/laminated poster (have students write while laying on stomach)
4. Spinner Game: Student spins and writes number (also can be used with dice or domino)

NUMBER GAMES
  • manipulate, write, visualize numbers, to move into an application process
1. Beat the Timer: one person game, sand timer, # cards 0-10, 10-20, 0-20, 0-30 (student arranges numbers in order trying to beat the timer)
2. I Got It: one person, two dice, counters, board game (student adds the dice and place's the sum on the board using a counter)
3. Take It Away: two person, two dice, two colored counters, board game (roll two dice, take smaller number away, put counter on board to get 3 in a row wins)
4. Roll and Record: one person, board game, two dice (roll dice and record on a blank grid)
5. Go Forward Go Back: two person, number dice, operation dice, board game (roll dice, look 'do I add or sub.' and move that many forward or backward, make game board an S like shape with grids)

STRATEGY GAMES
  • look at application, look ahead, come up with a strategy on how to win the game
1. Bump: two person, board game, two dice, different colored counters (roll dice, add, place counter on board. If person rolls the same number you can bump and take over that space. To own a space you have to have 2 counters on that space. Students are making decisions and using strategies to take ownership.
2. Poison: two person game, 13 unifix cubes (start with 13 cubes connected, students choose either 1, 2, or 3 to pull away. Then the partner can pull 1, 2, or 3 away. The person who takes the last remaining is poisoned and looses. Students have to plan ahead and use strategies.
3. Fill Five: two person, one dice (roll dice, 1, 2, 3, 4 or, 5, students cover the length of those numbers on their game board and who can fill all five cards first wins)
4. 9 Holes: two person, game board consists of 4 squares, counters (students take turns and move counter to intersecting lines or squares, the first one to fill 9 wins.

FACT GAMES
  • Students gain fluency and confidence in learning their facts
1. Total 10: two person, counters, game board, dice (role dice, first color counter fill in, roll again, fill in with other counter and add.
2. Dice Toss Graph: one dice, counters, one or two person and grid (roll and place counter on the grid that represents the number of dots on the dice. (the recording sheet is in the envision kit)
3. Domino Drag: one or two person, dominoes (draw a domino and place the matching like dots together, extend by trying to make sums of 5 or teach the real game)
4. Growing Train: two person, 20 cubes, regular dice, operational dice (role dice, role operational dice, use cubes and add on or take away cubes)
5. Domino Top It: two person, dominoes (each player picks a domino, add together, whoever has the bigger number gets both dominoes, extend with whoever adds the fastest or use subtration. Can also be used with numeral cards and gold fish)

2nd Nine Weeks Titles:
Number Skills
Number Operation
Number Sets
Adding/Subtracting
Sequencing
3rd Nine Week Titles: Number Skills
Number Operation
Patterns
Measurement
Graphing